Build Guide by kalash123
Not Updated For Current Season
Not Updated For Current Season
With so many changes to Pantheon recently, this guide was well overdue! This guide will provide the necessary information needed to successfully play Pantheon this is sparta way.
With this rune selection, this will allow you to do heavy damage all game long. It lacks the possible 14 magic resistance and bonus health, but with the heavy damage added to your spear your offense is your best defense. Early game this rune build allows to gain quick early kills along with the rest of the game able to damage while building your choice items.
1/20/11 - 1/20/11 - If you see an issue with mana/mana regen, consider mana regen runes that are listed below. They are a great alternative when this issue occurring during your gameplay. The best solution is knowing when to commit to a fight (Team Fight/Gank) consider your amount of mana you will in with, this will in result end with normally better results. If you do not want to sacrifice damage for mana regen runes, discuss with your team for the Golem. This will put an end to your mana problem for a short term but allow you to not sweat over any mana issues. In short, consider these following options, mana conservation, gaining Golem for his buff every chance you can get (discuss with team first to be kind), and mana regeneration runes.
Commando Build (DPS/Survivability)
In this build, I allow you more endurance to this P.H. Pantheon. With runes stacking a large amount of health for early game, magic resist to handle early game casters, and a healthy portion of armor penetration to handle early ganks or anti-ganks.
Rambo Build (DPS/Utility) Building...
If you prefer to spam spells more
Greater Glyph of Celerity
Greater Glyph of Clarity
Greater Seal of Focus
Greater Seal of Clarity
Greater Seal of Resilience
Greater Seal of Evasion
Greater Glyph of Resilience
Greater Glyph of Fortitude
Greater Quintessence of Warding
Greater Quintessence of Resilience
Greater Quintessence of Evasion
Nickname: Auto Attack block, Turret block, Passive Survivability
After attacking or casting spells 4 times, Pantheon will block the next normal attack that deals more than 40 damage to him.
Pro Tip: Always have ready this before any attack, gank, assist, or prevent being ganked. Try to have this passive up at all times.
Nickname: Harass Spell, Finisher, Poke Spell.
Pantheon hurls his spear at an opponent,
dealing 16/28/40/52/64 + 100%/115%/130%/145%/160% of his attack in physical damage.
Cooldown 4 seconds | Cost 45 mana | Range 600
Pro Tip: Use this spell to remove off of enemy targets.
Aegis of Zeonia
Nickname: Stun, Initiator, Starter.
Aegis of Zeonia
Pantheon leaps at the target enemy champion and
deals 50/75/100/125/150(+100% of ability power) magic damage and
stuns them for 0.7s/0.9s/1.1s/1.3s/1.5 second(s).
Pantheon also instantly refreshes his Aegis Protection.
Cooldown 12 seconds | Cost 70 mana | Range 600
Pro Tip: Use this spell and follow it up with Heartseeker Strike to complete a devastating move.
Patch Change .109:
NERF! - Aegis of Zeonia Aegis of Zeonia stun duration reduced to 0.7s/0.9s/1.1s/1.3s/1.5 seconds from 1s/1.25s/1.5s/1.75s/2s.
Comments - This should not effect Pantheon to heavily but will be tested heavily until confirmed.
Nickname: Main Spell, AoE, Farming Spell.
Passive: Pantheon gains 100% critical strike chance against
targets below 15% of their max health.
Active: Pantheon focuses and deals 5 swift strikes in front of him for
4/6/8/10/12 + 20%/25%/30%/35%/40% of his total attack damage as physical damage per strike.
Deals double damage to champions.
Cooldown 20s/19s/18s/17s/16 seconds | Cost 70 mana | Range 400
Pro Tip: Use this spell after a target(s) are stunned, snared, feared, taunted, anything that allows them to unable to move, you will land the full crushing damage of this spell to earn you some serious kills.
Nickname: Teleport, Team Fight Circle, Ganking Spell.
Pantheon gathers his strength and then leaps high into the air, crashing down at the target area a few seconds later. Deals up to 400/700/1000 (+100% of ability power) magic damage to units at the center (down to 33% at the edge) and slows them by 35% for 1 second.
Cooldown: 150s/135s/120s seconds | Cost 150 mana | Range 25000 (Global)
Pro Tip#1: Very difficult move to land, its all timing and knowing your opponent. The best way to land the full hit is to predict the motions of your opponent is most ideal going to be in the center of the drop down circle. With any ally support that has stun or slows this becomes easier significantly at times, but make sure you know your opponents and their tactics or motions. If you seem to have much difficulty landing this ability ignore it completely, this champion does not rely on his ult to finish his targets.
Pro Tip#2: Another Tactic is placing the green circle or AoE where you are preventing him to go or caging them between them and the tower/allies. It makes them decide which is the lesser evil. In this case it is always in your favor. Being the cut-off man safely can make you gain some easy kills. Just practice, practice, practice your timing.
As of .108, this can now be seen for allies where it is being channeled. Excellent buff for strategy purposes with your team.
This skill setup was made for the early kills at heart with the most efficient setup in any game necessary. Gaining Heartseeker Strike at level allows face checking into bushes a grave mistake and having those possible under 2 minutes double kill. Accepting the choice to get rank 2 of Heartseeker strike early as possible and one point of Aegis of Zeonia allows the chance of dealing massive amount of damage at even the early stages such as level 3. With either build, more so Ripper than Commando, you can gain multiple early ganks before the 5 minute mark with the right teamwork, champion selection with your lane, and communication. I recommend any champion that has crowd control such as stun, snare, fear, taunt, or sometimes slow to join your fight to gain those early kills with much ease.
Recommended Champion Partners: This area needs more testing.
Lux, Morgana, Rammus, Sion, Ashe
Old information, more testing required.
Preferred champions with a quick immobilizer: (Not including Ultimate)
Alistar, Amumu, Anivia, Annie, Blitzcrank, Evelynn, Fiddlesticks, Heimerdinger, Lux, Morgana, Rammus, Ryze, Shen, Sion, Taric, and Veigar
Preferred champions with slows: (Not including Ultimate)
Ashe, Caitlyn, Dr. Mundo, Galio, Janna, Kayle, Kog'Maw, Malphite, Miss Fortune, Nasus, Nunu, Olaf, Shaco, Singed, Swain, Trundle, Tyrandamere, Twitch, Vladimir, Xin Zhao, Zilean
Preferred champions that have both slow and immobilize: (Including Ultimate)
Amumu, Lux, Morgana, Rammus, Ashe, Galio, Malphite, Nunu, Swain
This build allows extra health and overall cheaper completion without risk. The entire package allows to be a great fighter but with much beefy health and resiliency.
Rambo Build (DPS/Utility) Building...
Situational Remaining Pieces:
Against Heavy Caster Team:
Hexdrinker(if winning)/ Banshee's Veil(if losing)
*Changed from Force of Nature
Reasons for change: This item is not 100% beneficial to Pantheon, who does not carry a large portion of health or traditionally does not. Therefore it is not recommended.
Against Heavy Crowd Control Team:
Against Heavy Damage Team:
Glacial Shroud(if winning)/ Frozen Heart(if losing)
Against Heavy Attack Speed Team:
Thornmail(if winning)/ Randuin's Omen(if losing)
Against Heavy Armor Stacking Team:
Against Heavy Health Stacking Team:
Against Heavy Health Regeneration Champion:
Against Balanced Team:
*Removed if winning Aegis of the Legion
*Reasons for change: After consideration, this item is not worth purchasing over Guardian Angel.
Against a Strong Jungler:
Wriggle's Lantern or Sight Ward(at Golem/Lizard/Dragon)
Against a Strong Stealth:
Oracle's Elixir or Vision Ward(in bushes/river)
Kill/Death Ratio 3:1 or better:
Sword of the Occult(if winning get this instead of The Brutalizer)
Kill/Death Ratio Positive or carrying:
Killing more minions than most champions in the match:
The Bloodthirster(if winning)/ Warmog's Armor(if losing)
Match Reaching over 35 minutes:
*Removed Section With a Heavy Damage Team/Carry:
*Reasons for change: This area is debatable, and uncertain at this time. Consider Sunfire Cape at this time.
*Removed Section With a Heavy Caster Team/Carry:
*Reasons for change: This area is debatable, and uncertain at this time.Consider Sunfire Cape at this time.
I hope you enjoyed this informative read. Any suggestions to either build up the Pantheon player community are accepted in the comments. I will answer any and all comments that are left. I love learning how to play better, build better, and make a better Pantheon, and in this case a Professional Hitman style. Hope to read from you soon!
Don't stop playing Pantheon!